I'm trying to use GLUtesselator to produce 3D extruded text in OpenGL. Here is the relevant code:
private boolean createText(final String displayText)
{
final Font font = new Font("Times New Roman", Font.TRUETYPE_FONT, 3);
final float depth = 1000f;
final float flatness = 0.0001f;
final GlyphVector glyphVector = font.createGlyphVector(
new FontRenderContext(new AffineTransform(), true, true), new StringCharacterIterator(displayText));
final GeneralPath generalPath = (GeneralPath) glyphVector.getOutline();
final PathIterator pathIterator = generalPath.getPathIterator(AffineTransform.getScaleInstance(1.0, -1.0),
flatness);
tesselateFace(pathIterator, false, 0.0f);
return false;
}
private void tesselateFace(final PathIterator pathIterator, final boolean justBoundary, final double tessZ)
{
final GLUtessellatorCallback callback = new TessellatorCallback();
final GLUtessellator tessellator = glu.gluNewTess();
glu.gluTessCallback(tessellator, GLU.GLU_TESS_BEGIN, callback);
glu.gluTessCallback(tessellator, GLU.GLU_TESS_END, callback);
glu.gluTessCallback(tessellator, GLU.GLU_TESS_ERROR, callback);
glu.gluTessCallback(tessellator, GLU.GLU_TESS_VERTEX, callback);
glu.gluTessCallback(tessellator, GLU.GLU_TESS_COMBINE, callback);
if (pathIterator.getWindingRule() == PathIterator.WIND_EVEN_ODD)
glu.gluTessProperty(tessellator, GLU.GLU_TESS_WINDING_RULE, GLU.GLU_TESS_WINDING_ODD);
else
glu.gluTessProperty(tessellator, GLU.GLU_TESS_WINDING_RULE, GLU.GLU_TESS_WINDING_NONZERO);
if (justBoundary)
glu.gluTessProperty(tessellator, GLU.GLU_TESS_BOUNDARY_ONLY, GL.GL_TRUE);
else
glu.gluTessProperty(tessellator, GLU.GLU_TESS_BOUNDARY_ONLY, GL.GL_FALSE);
glu.gluTessProp开发者_如何学Certy(tessellator, GLU.GLU_TESS_EDGE_FLAG, GL.GL_TRUE);
glu.gluTessBeginPolygon(tessellator, (double[]) null);
while (!pathIterator.isDone())
{
final double[] coords = new double[3];
coords[2] = tessZ;
switch (pathIterator.currentSegment(coords))
{
case PathIterator.SEG_MOVETO:
glu.gluTessBeginContour(tessellator);
break;
case PathIterator.SEG_LINETO:
glu.gluTessVertex(tessellator, coords, 0, coords);
break;
case PathIterator.SEG_CLOSE:
glu.gluTessEndContour(tessellator);
break;
}
pathIterator.next();
}
glu.gluTessEndPolygon(tessellator);
glu.gluDeleteTess(tessellator);
}
If I am to believe the RedBook in Chapter 11,
... if there is a callback associated with GLU_TESS_EDGE_FLAG that enables edge flags, the GLU_TESS_BEGIN callback is called only with GL_TRIANGLES.
then I believe that I should only be drawing using GL_TRIANGLES
.
However, I can see that the type being called in my custom tessellator callbacks can be any of GL_TRIANGLE_FAN
, GL_TRIANGLE_STRIP
or GL_TRIANGLES
. I only ask if there's a way to force this because I'm too pushed for time to create a VBO that can handle anything else other than GL_QUADS
or GL_TRIANGLES
.
I'm sure if you just provided the edge callback (even if you did nothing with it), you would only get triangles. I must have had the same issue in the past and found this code and comment:
// providing this callback should stop triangle fans / strips coming back
if not fBoundaryOnly then
gluTessCallback(tess, GLU_TESS_EDGE_FLAG_DATA, @tessEdgeData);
Nb, this is Delphi code but should still make sense. @tessEdgeData is a pointer to the callback routine which does nothing.
sergeantKK 's solution works.
In case someone needs it in c++, the code looks like this:
void CALLBACK edgeCallback(void){return;}
gluTessCallback(Tobj, GLU_TESS_EDGE_FLAG_DATA,reinterpret_cast<_GLUfuncptr>(edgeCallback));
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